Well, I just finished my first SMAX game as one of the Progenitors. I chose to play as the Usurpers, on the Huge map of Planet, with tech stag on, and a self-imposed limit of ten bases, and the aim of winning by Progenitor Victory. Everyone rags on the Proggies so much, I thought I'd see if I could make a challenging game with them.
Well, it turned out to be quite a good game. I purposefully over-extended myself, and held the huge central continent with a very sparse distribution of bases. Cha Dawn was the Unsurpassed faction for most of the game, and tech stag made it a real race against time. If I'd been playing blind, I don't think I'd've made it; as it was, I won around MY 2396, just four years from retirement.
What did I learn?
1) Don't pop boom with Marr--or if you do, have Hybrid Forests. I spent a large part of the mid-game trying to pull off a decent pop boom, and it was a real drag; I had to really micromanage every city, because each new citizen meant a drone riot. My life would probably have been easier if I'd had Hybrid Forests available, but even by 2200 it was clear that I needed to beeline for Singularity Mechanics (which enables Progenitor Victory), and Planetary Economics just isn't on the way.
2) The AI doesn't take much notice of Progenitor Victory. Nobody even tried to stop me. Of course, I was already at Vendetta with most of them, so maybe it made no difference.
3) It's all about specialists, baby. I used specialists far more extensively this game than I have before; I needed to, to get up the tech tree. Set them crawlers up on one of those nutrient bonus/condensor/enricher/farm squares (10nutrients!), and put those citizens a-specializin!
4) The color of a Planet Buster blast is apparently randomized. I know, big whoop, I just hadn't noticed before. (After the game was over I built a ton of 'em, and let fly, so I got to see a lot of pretty mushrooms...)
It was neat to see almost all the Secret Projects go by, with not even a chance of me stealing them. Anyway, I just wanted to weigh in and let y'alls know that the Progenitors can actually be a fun faction, if you set it up right.
Well, it turned out to be quite a good game. I purposefully over-extended myself, and held the huge central continent with a very sparse distribution of bases. Cha Dawn was the Unsurpassed faction for most of the game, and tech stag made it a real race against time. If I'd been playing blind, I don't think I'd've made it; as it was, I won around MY 2396, just four years from retirement.
What did I learn?
1) Don't pop boom with Marr--or if you do, have Hybrid Forests. I spent a large part of the mid-game trying to pull off a decent pop boom, and it was a real drag; I had to really micromanage every city, because each new citizen meant a drone riot. My life would probably have been easier if I'd had Hybrid Forests available, but even by 2200 it was clear that I needed to beeline for Singularity Mechanics (which enables Progenitor Victory), and Planetary Economics just isn't on the way.
2) The AI doesn't take much notice of Progenitor Victory. Nobody even tried to stop me. Of course, I was already at Vendetta with most of them, so maybe it made no difference.
3) It's all about specialists, baby. I used specialists far more extensively this game than I have before; I needed to, to get up the tech tree. Set them crawlers up on one of those nutrient bonus/condensor/enricher/farm squares (10nutrients!), and put those citizens a-specializin!
4) The color of a Planet Buster blast is apparently randomized. I know, big whoop, I just hadn't noticed before. (After the game was over I built a ton of 'em, and let fly, so I got to see a lot of pretty mushrooms...)
It was neat to see almost all the Secret Projects go by, with not even a chance of me stealing them. Anyway, I just wanted to weigh in and let y'alls know that the Progenitors can actually be a fun faction, if you set it up right.
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